using System;
using System.Collections.Generic;
using UnityEngine;
using Yoozoo.Managers.ResourceManagerV2.Runtime;
namespace com.yoozoo.gta.Gameplay.City.AI
{
    public class FreeAIResourceManager
    {
        private const string npcPrefabPath = "";
        private ResLoader _resLoader;
                private GameObject prefab;
        public void InitManager()
        {
            _resLoader = ResLoader.Alloc();
            // this.spriteCache = new BaseSpriteCache();
            // interface_direct = m_interface_direct;
            // creatorList = new List<List<CreatorVisitor>>();
            // resourceManager = new SpriteResourceManager(spriteCache);
            // //if (Debug.unityLogger.logEnabled) { Debug.Log("SpriteParticleSystemManager particlePath >>" + particlePath); }
            // particleRoot = new GameObject("particleSystem_list");
            // particleRoot.transform.parent = this.transform;
            // if (visitKey == -1)
            // {
            //     visitKey = UnityEngine.Random.Range(0, int.MaxValue);
            // }
           
        }
        public void Load(Action callback = null)
        {
            _resLoader.Add2Load(npcPrefabPath, (success, name, asset) =>
            {
                prefab = UnityEngine.Object.Instantiate((UnityEngine.Object)asset) as GameObject;
                // prefab.name = "ParticleSystemBase";
                // prefab.transform.parent = this.transform;
                // for (int i = 0; i < onSpriteParticlePrefabReady.Count; i++)
                // {
                //     onSpriteParticlePrefabReady[i]();
                // }
                // onSpriteParticlePrefabReady.Clear();
                if (callback != null)
                    callback();
            }).Load();
        }

        public static FreeNpcObject CreateFreeNpc()
        {
            return null;
        }
    }
}